{HoF} Blue's R&G Playground | hofgamingclan.com

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Nelsona
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by Nelsona »

Let me look for links to these maps - and which version it's improved, and I'll upload them in server in a couple of minutes.

Edit:
Done.
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D13GO_{HoF}
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by D13GO_{HoF} »

Nelsona wrote: Sat Nov 13, 2021 9:58 am Let me look for links to these maps - and which version it's improved, and I'll upload them in server in a couple of minutes.

Edit:
Done.
Thanks, hope no issues appear on them
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Cool Cat
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by Cool Cat »

Nelsona wrote: Fri Nov 12, 2021 1:53 pmI added map as it is without changing anything. It has some triggering system which A.I. won't understand but it doesn't use actors messed up for a server so it's usable in original state.
Big thank you. I already played with human player. It was superfast and fun.
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Cool Cat
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by Cool Cat »

Nelsona wrote: Sat Nov 13, 2021 9:58 am Edit:
Done.
Another inconvenience on Blue's server. When player sitting idle on server it disconnect player. This is not needed because siting idle is very needed to wait until other players come to server. Nelsona, please disable idle disconnect of user on Blue server.
This setting is from different times when there where a lot of players in UT99. Most servers now never see even 10 players at the same time.
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Nelsona
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by Nelsona »

For the moment I removed Idle Timers, we will see if this is a good decision or not.
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by debilman69_{HoF} »

Bonjours :D I tested your server blue and I noticed that it wrote a lot of numbers above the ping in the scoredboard Image
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Nelsona
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by Nelsona »

Oh well, perhaps that Scoreboard will need a revision...
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SC]-[WARTZ_{HoF}
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by SC]-[WARTZ_{HoF} »

I believe that might have something to do with using newer UTv469.
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by debilman69_{HoF} »

SC]-[WARTZ_{HoF} wrote: Tue Nov 30, 2021 4:41 am I believe that might have something to do with using newer UTv469.
Yes, because my games are in 469b :!: well fuck :o
I believe the UTES need update for 469b :shock: :evil:
or update the server;) for 469b why not ? is better no ?
even the editor he works better
to build maps :!: :ugeek:
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Nelsona
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Re: {HoF} Blue's R&G Playground | hofgamingclan.com

Post by Nelsona »

469b is not finished yet - structures are changed and effects unpredictable. I know already fans of new things reverting servers back to 451...

Stage #2:
It was Off-Line for some reason (sh!t maps with Playerstarts actors into void - aka remixed - bugs remixed more exactly). I forgot a few time ago to add my XC actor fixer which I used in the other Sniper Server. Now it's added...

Problem it's not extremely critical when server is crashing and it reboots, problem comes when is getting stuck like a rock - and just happened...

The little tech:
A few time ago I wrote an Actor delegated to discard PlayerStarts that are throwing players away because were mapped in invalid locations, solving certain maps.
In UT469b somebody had the idea to remap Navigation chain and so adding even invalid nodes back in chain and... this is exactly what players don't need EVER. My actor is delayed a bit... but I cannot predict what's next when new engine works against fixes reverting them back into ruins.
Another admin said that certain maps from now on are having troubles which weren't seen before... I don't have 24/7 free time for guarding servers. Until this 469 will have a final stable stage with structures left alone, me one I won't update anything because I already had enough headaches. A server is NOT a map Editor and editing tasks should be left for external ServerActors that can be changed when it's needed depending on situation, and never hard-coded without options for being disabled if are causing damage.
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